‘King’s Ascent’ Impressions: Flee From Former Faults In a Royal Redemption Race

At first, I felt bad for the poor king, since it seemed he was only trying to save his kingdom from a terrifying dragon, by having the creature killed. As it turns out, I could not have been more wrong. For reasons unknown, the dragon had been brought back to life, allowing it to share its side of the story and, well, the king was not exactly innocent. Time to pay the piper.

Nothing quite like a king trying to cover his own ass, eh? In trying to escape the horror of the re-animated dragon, along with other past ‘mistakes’, his solution is to simply slay them, one after another. Because, you know, it worked so well the first time… Anyway, to do this, you’ll have to jump from platform to platform, constantly moving upwards, while triggering various traps as you go along. Provided your aim isn’t off, these will then damage whatever is chasing you, and hopefully kill it before you’re all out of ‘ammunition’.

Falling blocks/platforms are easy enough to aim: just walk over them and they’ll fall straight down, but there are also ballistas that fire diagonally, spiked platforms that extend over time and don’t ‘trigger’ until you jump off of them and other tricky traps to trigger – all in the name of cleaning up past mistakes. Man, what a douchebag king! Hatred aside, it does make for a fun and somewhat different experience, if a bit brief.

While I’m not entirely sure how I feel about the conclusion, that’s likely a mere matter of personal preference, seeing how I did have fun while actually playing it. Plus, this is not the kind of game one would expect a deep gripping story anyway, as much to be provided with a challenge. You’ll see what I mean, in King’s Ascent.